Hate Speech: Hands On

Last Saturday began quite typically for me. I passed most of the day in a park near my apartment, enjoying the mild northern California winter and altogether being excruciatingly wholesome. It was not to last, however. My usual routine of smelling flowers, writing poetry, and being kind to animals was cut short by the arrival of Namco Bandai’s FilthieRich. He approached me, introduced himself, and asked me one fateful question: “Does this rag smell like chloroform to you?

I awoke hours later in what can only be described as a lair. The space was dark and cramped, its walls and floor adorned with blinking lights, dangling electrodes, whirring machinery. Someone had stolen my shoes. Just as I felt fear couldn’t tighten its grip on my heart any more viciously, Rich appeared once again from the shadows obscuring the far end of my cell. Hey, wanna play some Soul Calibur 5?” he asked.....

After a great deal of waiting, a fair amount of jealousy, and entirely too much watching and re-watching of grainy videos from across the Pacific, I am thrilled to report that I can finally offer up my direct impressions of SC5. Before I do that, however, allow me to dispense with the usual disclaimers:

1. The build I played was the same one seen at SCR; anything and everything is potentially subject to change in the final version.

2. While I had what felt like a substantial amount of time to play around, I could really only begin to scratch the surface of the characters, the matchups, and so on—these are raw impressions on my end.

3. This review is coming from the perspective of a longtime competitive player, so it will be biased in that direction. My utmost condolences to CaS fans.
Special Condolences to this guy for not testing to see if this completely heinous error was fixed.*​

That properly established, let’s dive in.

I. Graphics & Sound

The game’s gorgeous. Allow me to echo everyone who previously stated that it’s impossible to get a sense of how good it looks until you actually sit down to play it. Videos really fail to do it justice. The art direction is solid; the characters each possess unique visual styles, and yet, taken as a whole, the game still maintains that overall “Soul Calibur” aesthetic feel which sets it apart from other fighting franchises. The same can be said for the music. We’re once more getting an epic orchestral accompaniment to all our battles.

Just as importantly, if not more so, characters’ moves look visually interesting and viscerally brutal, and they crash, slash, and clash in a highly satisfying manner. It may seem like a little detail, but these sorts of aural and visual rewards go a long way toward enhancing my enjoyment of a game. They draw you in and get you excited about what’s taking place on the screen.

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Speaking of excited, this marketing campaign stimulates me too. Genius.*​

II. Gameplay

Each new SC installment has its own distinct game feel, and this is certainly no exception. The new mechanics—Quickstep, BE moves, Critical Edges, Just Guard, and guard breaking—contribute to this greatly, but it’s equally a product of freer movement, innovative stage ideas, and intelligently tweaked movesets. Many returning characters return with largely familiar moves intact, but their properties are such that they often have very different applications within the new overall game engine, and it feels good. Move lists are shorter overall, but that does not seem to impact the game’s overall depth. The characters I examined mostly lost redundant or “fluff” moves, and the core of what remains is solid and allows for broad-stroke experimentation.

From a competitive standpoint, SC5 rewards activity and punishes passivity, both on offense and defense, and it does so in ways both apparent and subtle. Thanks to guard breaking and chip damage on throw escapes, simply holding block becomes a good way to get oneself in quite a bit of trouble. Instead, the game rewards active commitment to defensive options such as crouching, stepping, jG, evasion, and so on, each of which involves accepting a certain degree of risk.

Similarly, when pressuring an opponent, the most rewarding offensive options also involve committing oneself. Damage on moves like 2A, 2K, and other minor pokes seems greatly reduced and most AA and BB attacks are also underwhelming, damage-wise, rendering them useful primarily in checking an opponent. In order to access major damage, it is usually necessary to make a read and put yourself out there.

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I-told-you-so bold (tm) in the above section courtesy of a bitter old man. So bitter.

III. Pace

Rewarding activity is also a main contributor to what people call the faster pace of the game. Yes, all characters move about much more freely than in SC4, but they don’t zip around like they did in SC2. The game plays much faster than its previous installments, however, because every character seems to be able to do significant combo damage, and every character must gamble on offense or defense lest they lose due to guard breaking.

The general formula I found is this: both players dance around at range for a bit until one makes a critical error and allows the other to pick his spot and begin mounting as furious an offense as possible, rinse, repeat. This leads to round and match resolutions that are quite fast. As more players embrace the new system and come to appreciate the rewards of Quickstep, BE, and CE, I expect this trend to continue.

IV. Balance

This is always a tough call to make based on one day’s worth of practice (case in point, remember how Hilde was “mid-tier” for about eight or nine days after SC4’s release), but I’m actually optimistic. After playing around with and against a number of characters, I can’t really single out any as being bad. There will be tiers, of course, because diversity is the enemy of balance and we’re talking about an ambitiously diverse game, but at the same time characters like Nightmare, who I felt was garbage in SC3 and 4, feel genuinely viable.

I’m acutely interested, actually, in how the overall tier sentiment will progress as SC5 evolves and people become more on-point with meter use, jG, and the like. For now, though, most everyone feels pretty good, though some are certainly easier to pick up and play (Astaroth, Xiba, et al) than others (Zwei, Viola).

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Also, the game has handy charts to help us avoid Tier Debates. They will never happen again!*

V. Tournament Viability

SC5 will make for exciting tournament play because it forces you to constantly make active decisions in order to maximize your chance at victory. Combined with the fast round resolution discussed above, I think it will have a rather unique feel for we players. Moreover, it’s fun to watch, and the overall pace should prevent tournament matches from grinding on for ages, thereby making things easier on tournament organizers. Again, I can’t wait to see how it all looks by the time EVO rolls around.

VI. What We’ve Seen Thus Far/Learning Curve

As I mentioned on last night’s iPlayWinner stream, I feel like I topped out the usefulness of my legacy skill-set within the first twenty or so games that I played. After that point, I really felt as though I had to embrace the new system in order to continue improving. Squaring off against Rich, I believe, is what pushed me to that point so quickly. Most of the gameplay we have seen from various streams is fairly rudimentary stuff; barring a handful of major exceptions, it mostly resembles SC4 game-play with better graphics, because that’s all we as players have to draw upon right now. Rich’s use of Quickstep, BE, and CE attacks made it quite plain to me that application of those techniques is the key for veterans who want to improve quickly.

What does this mean for newer players? Well, if this is your first SC game, or the first time you considered playing competitively, now is a perfect opportunity to get involved. Everyone will need to learn and master a lot of new techniques, so the gap between veterans and newcomers won’t be so enormous. SC5 has a very powerful training mode, to boot, so there are no excuses. Get on it!

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Tekken players, don't worry. We have the cure for what ails you. Just come on over, brothers*.

VII. The Grand Philosophical Question: Is It Fun?
Hell yes.​
As of right now, the game’s a breath of fresh air. It looks great, it sounds great, and it certainly appears to have a lot of potential for deep, nuanced play. We never truly know what we’re dealing with until everyone has had a few months to really dig into things, but as of right now I have exceedingly high hopes.​
Homework:
I was pretty broad here, so hit me up about specifics if you’re curious. If you played the game, let me know if your assessment matches mine. Also, as always, share questions and concerns, and try like hell to pick an online fight with a stranger. It makes us all stronger people. Lastly, I’m on Twitter now (@Original_Hater) so follow me if you care to. I’ll update about the column, events I attend, etc. It also lets you bother me basically 24/7, which should be reward enough in itself.​
*Special thanks to the 8WayRun forum community for helping this last minute article out with some comic spice. Mage, Ring and the guy who posted that video, you are awesome. Also special thanks to Shauno for bringing the outrage on TZ.
 
I KNOW THAT! JG is not the same! I am talking about countering! Do you know how to counter ? Do even know how to play ? you think JG is going to be a good replacement for Countering ?

Could you please explain what "your" definition of countering is? "Countering" is such a vague term that I really don't understand what your complaint is. And the way I see the term: ducking is a 'counter' to throws; step is a 'counter' to vertical attacks; jumping is a 'counter' to lows, etc.
 
Could you please explain what "your" definition of countering is? "Countering" is such a vague term that I really don't understand what your complaint is. And the way I see the term: ducking is a 'counter' to throws; step is a 'counter' to vertical attacks; jumping is a 'counter' to lows, etc.
Not to mention all JG and GI do is make a punishment window; GI makes a set window while JG increases the size of the punishment window, so depending on the move JG is better than GI.
 
Did you and filthie ever fight on stream? I passed out shortly after it came on
Yeah, at the end. I won a NM mirror, lost lopsidedly Asta vs Xiba, and I think the last match didn't make it on stream. I played Cervantes, forgot who Rich played. NM again? But I handled my bidness. ;)
 
I have not played the game so i don't know, all i know is that GIs have always been fundamentally the same through the series and now they are changing... sorta. Whatever i have a right to state my concerns, but who knows maybe ill like the change. I have not played SC5 - just SC1 2 3 and 4...
 
I have not played the game so i don't know, all i know is that GIs have always been fundamentally the same through the series and now they are changing... sorta. Whatever i have a right to state my concerns, but who knows maybe ill like the change. I have not played SC5 - just SC1 2 3 and 4...
No they haven't changed. Just the input.
 
My usual routine of smelling flowers, writing poetry, and being kind to animals was cut short by the arrival of Namco Bandai’s FilthieRich. He approached me, introduced himself, and asked me one fateful question: “Does this rag smell like chloroform to you?

Being drugged for a chance to play SCV before the masses? I'll take that!...erm...
 
The difference between GI and JG is that you have to consider which attack you JGed to take maximum advantage of it.

It's a bit like Whiff punishment.

You also have to consider special recovery of the attack you JGed, if you JG an attack that has crouching recovery you shouldn't attack high.
Unlike after a GI which produces a special GI stun.

And you can't re-JG which might make it quite powerful.
 
I think people are sleeping on just how powerful JG is -- in a sense, its a better version of parrying.
 
I think people are sleeping on just how powerful JG is -- in a sense, its a better version of parrying.
The potential is all theoretical at this point. In probably 100+ matches with Rich, jG happened once (and he was going for it regularly), so it ain't easy. Once we've all had the game for a while and had a chance to practice, we'll see precisely how practically useful it is.
 
Everyone who talks about SC5 like they know whats up...

I get that everyone is super hyped but to pretend everything is better just cause its new is not a valid point! (especially since you have not actually tested all these new mechanics)

(regarding counters) The input change IS WHAT bothers me the most, but now Counters are limited by your meter and that is a huge change! I have not played the game so I can't fully say, all i know is that it makes no sense to fix something that WASN'T broken!

And I love countering! I am good at it, It is a great feature to the SC series and now I'm suppose to what decide between counters and supers... not loving the idea! (Still super excited about Sc5 just sharing some concerns)
 
The potential is all theoretical at this point. In probably 100+ matches with Rich, jG happened once (and he was going for it regularly), so it ain't easy. Once we've all had the game for a while and had a chance to practice, we'll see precisely how practically useful it is.

I personaly think JG will be powerful. It looks like it essentially serves the same purpose as Parry in 3S but i'm not sure about that which brings about this question. Since frame rate of moves in a 3D game are much higher than in a 2D game how does the just guard work? Does it simply cancel blockstun TOTALLY meaning that the faster you let go of the guard button, the more advantage you get OR does it give a bit more frame advantage on block more like Just Defence in guilty gear.

If its the first possibility it's definitely gonna be powerful. If its the second possibility than its still gonna be rewarding but not THAT powerful.

Is there a clear explanation of exactly how works Just Guard?

@UnderX
Didn't it occur to you that changing GI isn't necessarily a fix but a change of direction of the game. SC V is a whole new game in itself and from what iv'e seen GI gives a lot more advantage than it used to. You also have to take a lot of new things in consideration CE, BE, overall damage boost of a lot of characters into consideration and especially Just Guard which is what will probably make this game really competitive. I don't think people here are implying things they didn't test. They are saying the same things you say but they opinions differ from yours and by the way a lot of them did try out and test some things in Soul Calibur V since there's been demos of the game in a lot of events. Some others ( like me ) have lots of experience with games with similar tools ( Third Strike, Guilty Gear etc). The fact that your implying without knowing that people don't know what they are talking about is kind of a reflection of your own lack of knowledge IMO. But you are entitled to your opinion nothing i can say about that . ^^
 
The general formula I found is this: both players dance around at range for a bit until one makes a critical error and allows the other to pick his spot and begin mounting as furious an offense as possible, rinse, repeat.
Great. So it's Tekken 6... with swords.

I mean, I like Tekken, but I don't know if I like it in my Soul Caliburs.
 
Everyone who talks about SC5 like they know whats up...

I get that everyone is super hyped but to pretend everything is better just cause its new is not a valid point! (especially since you have not actually tested all these new mechanics)

(regarding counters) The input change IS WHAT bothers me the most, but now Counters are limited by your meter and that is a huge change! I have not played the game so I can't fully say, all i know is that it makes no sense to fix something that WASN'T broken!

And I love countering! I am good at it, It is a great feature to the SC series and now I'm suppose to what decide between counters and supers... not loving the idea! (Still super excited about Sc5 just sharing some concerns)
Still missing the point. JG looks to be more difficult than GI. What I'm getting from you is your scared to step up to the challenge of mastering a harder and new counter system. Shut up or Nut up.
 

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